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1212PDMCDMPPM

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Posts posted by 1212PDMCDMPPM


  1. Zeus is not High Command. What we were able to do in few clicks in the editor now requires bending Zeus to do something it was never made for.

    I also tried to replace HC by Zeus but this can't be done. Zeus units doesn't report ennemy contact visualy on the map like HC did.

     

    We need BI to fix the High Command module, and at the same time, I already know they never will.

    • Like 1

  2. I seriously don't understand why this thread is not getting any love from BI.

    Just tried to use chemlights during the night... and totally forgot they were broken since the "upgrade". :( 

     

    Can we have a clear action plan detailing all the acknowledge issues and when each is planned to be fixed ?

    Make of that a "Night DLC" if you want but please, fix the pile of bugs introduced in 1.60 !


  3. 9 hours ago, Unleashthepain said:

    Is there a way to implement that Grey night time filter I44 had for night time missions? i remember the airborne mission had it so you could kind of see as no NVG obviously. Not sure if it was in either mod Or was that just a in game setting?

     

    Untested on my side but you may try the ambient light script from Alias:

    http://www.armaholic.com/page.php?id=31811

     


  4. 7 hours ago, imager6 said:

    I have been making a mission on your map, which works great in Eden and when you play from Eden. The problem is when you try to play it once it is packed, the map is very broken, no huts, dead VC and the list goes one. There is a problem it seems in the packing, but I am no expert. I make missions all the time for my group, but have never run into this problem. Is anyone running into a problem playing on a server also. I can not wait till this problem is solved, which I am sure it will be.

     

    Huts are gone in v0.8... and they will come back "when it's done". ;) 

    • Like 1

  5. 6 hours ago, eggbeast said:

    - roads are too cramped even for players to drive on, we drive through the jungle instead as its easier. the jungle is more open than da krong, and much easier to navigate the terrain, so roads with all that crowding from trees and those horrific V shaped vines (also a hated plant on da krong lol) with really bad geo/clipping are avoided. often the roads are blocked by trees or vines from each side, so you can't get past. this makes having AI convoys attacked in side missions completely redundant. which is a shame right now, as the road layout is lovely, and very realistic feeling. the roads are harder to navigate than the jungle, so something ain't quite right there.

     

     

    That's because no road areas don't have any real malus to wheeled driving speed.

    I've only seen this feature in one north european map (can't remeber its name...).


  6. 25 minutes ago, kremator said:

    I wouldn't recommend that.  Your machine you run like shit.  Perhaps this IS a good way to test the 3FPS bug :)

     

     

     

    I'm not saying you should do that to host a 64 player server. But to test missions, scripts, addons...etc in a real MP env with HC, it's perfectly fine.

    And again, as long as you have 16 GB of RAM, it should run without issue. Remember that Arma is unable to use more than one core.

    Many people are running multiple servers or server+HC on the same hardware in real MP env. Yo can check the official Arma discord, server admin channel if you like.


  7. 4 hours ago, kremator said:

    AFAIK you dont need a 2nd copy of Arma3 to run an HC (however you do need a 2nd PC for the server).  It is the equivalent of running a dedi server.

     

    Not 100% accurate.

    You can run a dedicated server, a HC and your regular client on one single PC with one single licence of Arma 3.

    Each will use one core and, as most modern CPU have 4 cores at least, it won't be an issue at all. 

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